Search found 1042 matches

by johnnylump
Mon Dec 14, 2020 1:58 pm
Forum: Long War 2: Bug Reports
Topic: Long war crash at first mission
Replies: 3
Views: 346

Re: Long war crash at first mission

If you can post your logs I can take a look.

Are you sure you are playing Long War 2 on the base game, and not trying LWOTC on the base game, or the base LW2 on the War of the Chosen?
by johnnylump
Sat Dec 12, 2020 2:06 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 15
Views: 21990

Re: Terra Invicta Dev Diary #5: Nations, Part 2

Nothing wrong with the suggestion and it would represent a more precise simulation. It's just a level of granularity that, in the face of all the management tasks for the player (and, critically, the AI!), we determined was a bit too complicated.
by johnnylump
Tue Nov 17, 2020 1:56 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?
Replies: 3
Views: 1279

Re: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?

Again, I can't speak for WOTC, but we had a system where soldiers randomly "buy" and "sell" stat points to give them different stats but overall have the same aggregate capability. I presume those numbers are how much buying and selling a point in a given stat cost. The stat ranges are boundaries on...
by johnnylump
Thu Nov 12, 2020 8:37 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?
Replies: 3
Views: 1279

Re: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?

I don't recognize that exact setting from our mods, but my guess is that soldiers with the "not created equally" option turned on "buy" stats and that's their relative cost. So 4 points of aim is valued the same as 1 point of mobility.
by johnnylump
Fri Nov 06, 2020 7:07 pm
Forum: Terra Invicta Development
Topic: Babylon 5 style interceptor style defenses?
Replies: 1
Views: 501

Re: Babylon 5 style interceptor style defenses?

Habs and ships can mount point-defense weaponry to shoot down incoming kinetics and missiles. Pretty early in the tree, as it happens.
by johnnylump
Fri Nov 06, 2020 7:06 pm
Forum: Terra Invicta Development
Topic: Simple balance question
Replies: 3
Views: 1142

Re: Simple balance question

Yes, habs and Earth regions can build anti-ship defenses.
by johnnylump
Sun Nov 01, 2020 1:43 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 18
Views: 5181

Re: Terra Invicta Dev Diary #14: Ship design

Also wanted to say thanks to the Human Reach readers giving the game a look!

I'll add electron beams as a weapon system to explore.
by johnnylump
Fri Oct 30, 2020 2:24 am
Forum: Terra Invicta Announcements
Topic: Terra Invicta Kickstarter has launched!
Replies: 4
Views: 2612

Re: Terra Invicta Kickstarter has launched!

Ended today, $216,000 from more than 4,200 backers. Hit every posted stretch goal; the last one in the last 10 minutes before it ended. We're delighted.
by johnnylump
Thu Oct 29, 2020 3:30 am
Forum: Terra Invicta Development
Topic: Simple balance question
Replies: 3
Views: 1142

Re: Simple balance question

Insightful question. I expect there will be some large fleets and well-armed stations deterring each other in near-Earth space, not entirely unlike much of the British, French and Spanish fleets having to stay close to home during the Napoleonic era. And it's certainly a crucial strategy get an indu...
by johnnylump
Tue Oct 27, 2020 6:53 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #15: Music
Replies: 1
Views: 1778

Terra Invicta Dev Diary #15: Music

We're going to take a bit of an interlude from our mechanics-oriented dev diaries for a Q&A with our music team about their work. Dennis and Patrick, the two composers behind Breakdown Epiphanies, have been making music for almost 20 years in various formats. Since 2014, they have been producing sou...
by johnnylump
Mon Oct 26, 2020 4:54 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 18
Views: 5181

Re: Terra Invicta Dev Diary #14: Ship design

- We've conceived of missile weapons as entirely antiship in nature. They also have limited ammo relative to other weapons so you'll use them up quickly in bombardment. Bombardment is a state you put a fleet in and lasts for a meaningful time in the strategy layer; it's not a combat mode where you a...
by johnnylump
Sun Oct 25, 2020 4:53 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 18
Views: 5181

Terra Invicta Dev Diary #14: Ship design

frigatebeautyshot_jupiter_cropped.png All your covert machinations on Earth and industrialization efforts in space are the path to building fleets of warships to protect and advance your interests. Once the factions unlock the early-game orbital shipbuilding tech, and the follow-on space dock proje...
by johnnylump
Tue Oct 20, 2020 1:26 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #13: Habitats
Replies: 5
Views: 2515

Re: Terra Invicta Dev Diary #13: Habitats

Aliens will build habs.

Habs are generally going to only be involved in combat if they are specifically attacked (or a fleet docked there is attacked). Active interceptions are best left to fleets.
by johnnylump
Mon Oct 19, 2020 10:11 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #12: The Solar System
Replies: 4
Views: 2621

Re: Terra Invicta Dev Diary #12: The Solar System

- There's a cap on habs per orbit. The cap depends on the orbit. - On the SS map, some of the Lagrange points are not visible at that scaling because they're under the planet icon. If you go with the full Solar System, we've got lots of L-points, although not every one you can imagine in all of the ...
by johnnylump
Sun Oct 18, 2020 12:50 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #13: Habitats
Replies: 5
Views: 2515

Re: Terra Invicta Dev Diary #13: Habitats

- Will there be any advantage to having certain modules closer/having a specific layout for what type of habitat you wish to create? Or vise versa, distancing some modules too far apart, causing a delay in some sort of manufacturing/delaying research? At the moment, no. May look at some proximity b...
by johnnylump
Sat Oct 17, 2020 5:50 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #13: Habitats
Replies: 5
Views: 2515

Terra Invicta Dev Diary #13: Habitats

In Dev Diary #12 we described exploring the fertile ground of the Solar System. Now we’ll take on how to develop it. A critical component of your faction’s efforts are habitats, or habs. You can build two types of habs: stations, which go in an orbit, and bases, which go at a hab site. Habs are comp...
by johnnylump
Sat Oct 17, 2020 5:37 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #12: The Solar System
Replies: 4
Views: 2621

Terra Invicta Dev Diary #12: The Solar System

Part of the core storyline in Terra Invicta is industrializing outer space. We start with the assumption that it’s simply too expensive to move enough material from Earth’s surface to space to be able to mount a sustained defense against the aliens, because Earth’s gravity is quite high relative to ...
by johnnylump
Sat Oct 17, 2020 5:19 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #11: Terrestrial Warfare
Replies: 2
Views: 2427

Terra Invicta Dev Diary #11: Terrestrial Warfare

A lot of the councilor mechanics, control points and public opinion systems are there to simulate what strategists call “soft power,” where ideas and influence drive the fate of nations. But “hard power” remains important too. In the Earth layer of Terra Invicta, it primarily manifests as armies. As...
by johnnylump
Fri Oct 16, 2020 8:12 pm
Forum: Terra Invicta Announcements
Topic: Terra Invicta Kickstarter has launched!
Replies: 4
Views: 2612

Re: Terra Invicta Kickstarter has launched!

Thanks for your interest! I'm afraid we're subject to Kickstarter's setup on that; we know that's troublesome for a lot of people in Europe. The best thing I've heard recommended for people in your situation is to purchase a Visa gift card, which will function as a credit card when making online pur...
by johnnylump
Thu Oct 15, 2020 3:09 am
Forum: XCOM: Long War General Discussion
Topic: Help with modding
Replies: 4
Views: 1132

Re: Help with modding

Possibly? It depends on how much the relevant code was mixed in with other LW-specific changes. Also depends on how many changes we made for that particular feature. I don't recall of the top of my head the answer to either ... it would take me several hours, at a minimum, to start sorting that out....
by johnnylump
Tue Oct 13, 2020 7:49 pm
Forum: XCOM: Long War General Discussion
Topic: Help with modding
Replies: 4
Views: 1132

Re: Help with modding

Most active XCOM EU/EW modders right now are the Long War Rebalance guys over on the Nexus. They might have some tools that make it easier to do modular changes. Good luck.
by johnnylump
Fri Oct 09, 2020 12:52 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #7: Public Opinion
Replies: 2
Views: 9687

Re: Terra Invicta Dev Diary #7: Public Opinion

Your takes are correct.

The caveat is that Humanity First is far more willing to commit atrocities, causing negative public opinion events that could drive people away from the Resistance as well.
by johnnylump
Thu Oct 08, 2020 2:56 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #10: R&D
Replies: 7
Views: 4178

Re: Terra Invicta Dev Diary #10: R&D

That's a legit mechanic you are proposing. The main goal of "you win, you pick" is to reward not just working on your private projects, and involving RNG makes that less valuable. But you're certainly correct it would incentivize spreading out more. We'll see what happens in testing.